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Thread: [SRL-6] bonsaiFighter

  1. #976
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    Quote Originally Posted by bonsai View Post
    1. I hope you meant should, because I just did! Thanks for the reminder.

    2. Not really, except I wanted to make the pre-targeting an option. cosmasjdz told me he thinks it makes it more bannable in some places.

    The antiban is called after each kill but it is set towards very low frequency of doing anything. The functions are in SIMBADIR\bonsai\blMisc.simba if you want to edit it.

    3. I was working on a tool to play with the color files but I got sidetracked. It did show me how lousy they end up being

    You can edit the color file and remove all the data from the discovered, active, blacklist, and runty sections. That would make it pick up and retest a lot of things it had discarded in the past.

    If you edit the case statement around line 897 of SIMBADIR\includes\bonsai\blCombat.simba you could make it do more coloring.

    Simba Code:
    01..10: __npc.colorize(8000, 11);

    ^^^ This is saying, if we have 0-10 successful colors, look for more for 8 seconds (8 * 1000) or until we have 11 good colors.
    im getting this
    Error: Plugin(libtesseract2_32) has not been found
    Compiling failed.
    any idea how to fix it?

  2. #977
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    Quote Originally Posted by SSGT007 View Post
    im getting this
    Error: Plugin(libtesseract2_32) has not been found
    Compiling failed.
    any idea how to fix it?
    Read: https://villavu.com/forum/showthread.php?t=47714
    GitLab projects | Simba 1.4 | Find me on IRC or Discord | ScapeRune scripts | Come play bot ScapeRune!

    <BenLand100> we're just in the transitional phase where society reclassifies guns as Badâ„¢ before everyone gets laser pistols

  3. #978
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    After force updating I was able to run the script, while I was at work. Got this proggy for you.
    Code:
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    ////////////////////////////////////////       Bonsai       ////////////////////////////////////////
    ////////////////////////////////////////       Fighter      ////////////////////////////////////////
    ////////////////////////////////////////       _______      ////////////////////////////////////////
    //////////                                                                                //////////
    //////////  Script runtime:                                                               //////////
    //////////       5 hr 43 min 16 sec(Total) 5 hr 10 min 31 sec(Active) 32 min 44 sec(Break)//////////
    //////////                                                                                //////////
    ////////////////////////////////////////        Kills       ////////////////////////////////////////
    //////////                             Total        Per Hour    /Hour Active              //////////
    //////////        Fire giant             994          173.74          192.06              //////////
    //////////                XP       118,981.8       20,796.77       22,989.46              //////////
    //////////          Const XP        39,660.6        6,932.26        7,663.15              //////////
    //////////                                                                                //////////
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    Everything was working great. The only issue I ran into was, when it started to fight, it would end the fight after two hits.
    Code:
    ***** TcombatMgr.attack: Fight initiated
    ***** TcombatMgr.attack: End of fight detected
    ***** TcombatMgr.attack: Fight initiated
    ***** TcombatMgr.attack: Probable miss, did not detect start of fight
    ***** TcombatMgr.attack: Fight initiated
    ***** TcombatMgr.attack: Probable miss, did not detect start of fight
    ***** TcombatMgr.attack: Fight initiated
    ***** TcombatMgr.attack: Probable miss, did not detect start of fight
    ***** TcombatMgr.attack: Fight initiated
    Not sure why this is happening. Another SRL bug? Just taking a wild guess, haha.
    Sorry if I'm bugging you, I really don't mean to.

  4. #979
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    Quote Originally Posted by lovebotter View Post
    Uptext only seems to work when locating NPC's, how about a failsave for the users using rightclick, to select the option with the NPC name instead of the attack option?

    Also this line:
    FAILURE_THRESHOLD = 0.13; // what is bad enough (percent) to call a failure


    Does a higher % mean it will be more or less likely to blacklist colors?
    Also, is there a way to manually add colors to the blacklist?

    @bonsai

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    Quote Originally Posted by lovebotter View Post
    Also, is there a way to manually add colors to the blacklist?

    @bonsai
    You can edit the color file, copy/paste one of the current lines in the blacklist and change the color. I have a half baked tool that lets you play with them... I'll work on getting you a copy. You'll love it.

    It's great you're exploring the coloring but I warn you -- the code design is a little substandard.

    Use notepad++ or whatever and search blColorizer.simba for blacklist.append and successful.append

    Those are the places it decides to move something to one list or the other.

    The constant you mentioned is used once in reference to 'active' colors:

    Simba Code:
    FAILURE_THRESHOLD   = 0.22;
    ...
    (attempts >= 5) and (percent < FAILURE_THRESHOLD)

    So after we have made at least 5 tries we start demanding that the color has a success rate higher than 22%. (# times we found an npc / # times we tried)

    Colors start in the discovered list. It fishes through there and tries some. If one of them leads to success, it moves it to active. From active it moves to sucessful, blacklist, or runty depending on what happens.

    Colors never get removed from successful, blacklist, or runty.

  6. #981
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    Quote Originally Posted by lovebotter View Post
    Uptext only seems to work when locating NPC's, how about a failsave for the users using rightclick, to select the option with the NPC name instead of the attack option?
    The clicking happens in blColorizer.simba detectObj() around line 1378. It uses the same uptext from the color file.

  7. #982
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    Quote Originally Posted by bonsai View Post
    You can edit the color file, copy/paste one of the current lines in the blacklist and change the color. I have a half baked tool that lets you play with them... I'll work on getting you a copy. You'll love it.
    Please PM me a copy whenever you've finished it! I assume I should only edit the color number in the color file? Not the number of attempts etc?

    Was hoping the failure threshold would lead to more blacklist colors, but it just means less active colors. Main reason I started exploring the colorize functions was because of the deadly red spiders in the chaos tunnels.

    Thanks for the help so far!

  8. #983
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    Quote Originally Posted by zenicpush View Post
    After force updating I was able to run the script, while I was at work. Got this proggy for you.
    Code:
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    ////////////////////////////////////////       Bonsai       ////////////////////////////////////////
    ////////////////////////////////////////       Fighter      ////////////////////////////////////////
    ////////////////////////////////////////       _______      ////////////////////////////////////////
    //////////                                                                                //////////
    //////////  Script runtime:                                                               //////////
    //////////       5 hr 43 min 16 sec(Total) 5 hr 10 min 31 sec(Active) 32 min 44 sec(Break)//////////
    //////////                                                                                //////////
    ////////////////////////////////////////        Kills       ////////////////////////////////////////
    //////////                             Total        Per Hour    /Hour Active              //////////
    //////////        Fire giant             994          173.74          192.06              //////////
    //////////                XP       118,981.8       20,796.77       22,989.46              //////////
    //////////          Const XP        39,660.6        6,932.26        7,663.15              //////////
    //////////                                                                                //////////
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    Everything was working great. The only issue I ran into was, when it started to fight, it would end the fight after two hits.
    Code:
    ***** TcombatMgr.attack: Fight initiated
    ***** TcombatMgr.attack: End of fight detected
    ***** TcombatMgr.attack: Fight initiated
    ***** TcombatMgr.attack: Probable miss, did not detect start of fight
    ***** TcombatMgr.attack: Fight initiated
    ***** TcombatMgr.attack: Probable miss, did not detect start of fight
    ***** TcombatMgr.attack: Fight initiated
    ***** TcombatMgr.attack: Probable miss, did not detect start of fight
    ***** TcombatMgr.attack: Fight initiated
    Not sure why this is happening. Another SRL bug? Just taking a wild guess, haha.
    Sorry if I'm bugging you, I really don't mean to.
    It detects the fight by looking for the gold lock on the combat popup window


    Do you have the popups enabled? Is the popup and gold lock on the main screen (top left is suggested).

  9. #984
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    It's working now! Sometimes, however, the bot will attack an NPC before it's finished a fight it's already currently on. This has caused up to 4 NPCs attacking my character at the same time. Other than that, I have no other input. Fantastic script!
    Last edited by Nythirius; 04-01-2015 at 07:33 AM.

  10. #985
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    Quote Originally Posted by bonsai View Post
    The clicking happens in blColorizer.simba detectObj() around line 1378. It uses the same uptext from the color file.
    Thanks, fixed it for me!

    Also if I wanted to add a 60 second timer for berserker ability I suppose I can just make it the same as the healthtimer in blCombat?

    *edit*
    That seemed to do the trick it used to activate berserk again when it was still on cooldown
    Going to add quake and hurricane now.

  11. #986
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    Error: Too many parameters found at line 12
    Compiling failed.
    with the corpse torso script

    help @bonsai pls

  12. #987
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    Quote Originally Posted by zenicpush View Post
    After force updating I was able to run the script, while I was at work. Got this proggy for you.
    Code:
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    ////////////////////////////////////////       Bonsai       ////////////////////////////////////////
    ////////////////////////////////////////       Fighter      ////////////////////////////////////////
    ////////////////////////////////////////       _______      ////////////////////////////////////////
    //////////                                                                                //////////
    //////////  Script runtime:                                                               //////////
    //////////       5 hr 43 min 16 sec(Total) 5 hr 10 min 31 sec(Active) 32 min 44 sec(Break)//////////
    //////////                                                                                //////////
    ////////////////////////////////////////        Kills       ////////////////////////////////////////
    //////////                             Total        Per Hour    /Hour Active              //////////
    //////////        Fire giant             994          173.74          192.06              //////////
    //////////                XP       118,981.8       20,796.77       22,989.46              //////////
    //////////          Const XP        39,660.6        6,932.26        7,663.15              //////////
    //////////                                                                                //////////
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    may i ask what combat level/gear you have?

  13. #988
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    A suggestion: have an option to use regenerate after reaching 100% adrenaline. This would make AFKing last much longer, if not forever, at high defense levels.

  14. #989
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    Quote Originally Posted by bonsai View Post
    Do you have the popups enabled? Is the popup and gold lock on the main screen (top left is suggested).
    I certainly do, it may have been the fire giants auto aggression, from when you log into the room. The aoe skills may also be pulling in multiple enemies as well.

    Quote Originally Posted by klamor View Post
    may i ask what combat level/gear you have?
    Close to 100 combat level with an sgs. The sgs special provides me with enough healing to stay without food.

  15. #990
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    Quote Originally Posted by zenicpush View Post
    I certainly do, it may have been the fire giants auto aggression, from when you log into the room. The aoe skills may also be pulling in multiple enemies as well.



    Close to 100 combat level with an sgs. The sgs special provides me with enough healing to stay without food.
    I average 310 kills/hr active with 75 attack and 85strength with following strength bonuses; glory rockshell gloves and boots. I have coded the script to enable berserker and assault abilities.

  16. #991
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    Quote Originally Posted by Nythirius View Post
    A suggestion: have an option to use regenerate after reaching 100% adrenaline. This would make AFKing last much longer, if not forever, at high defense levels.
    Stupid suggestion, regenerate only triggers once you go leave combat. Just use SGS. It's a waste of adrenaline.

    Sorry for double post.
    Either way this is my current edit to the blCombat.simba.

    Simba Code:
    procedure __defaultHealthCheck();
    begin
       if (combatMgr.healthTimer.getTime() < 3810) then exit;

       if ((actionbar.getHPPercent() > 70) and (actionbar.getAdrenalinePercent() = 100)) and (combatMgr.berserkTimer.getTime() > 57800) then
       begin
          sendKeys('b', 230, 40);
          combatMgr.berserkTimer.start();
          wait(gaussRangeInt(100,170));
          exit;
       end;

         if ((actionbar.getHPPercent() > 70) and (actionbar.getAdrenalinePercent() > 50)) and (combatMgr.assaultTimer.getTime() > 28500) then
       begin
          sendKeys('a', 250, 40);
          combatMgr.assaultTimer.start();
          wait(gaussRangeInt(100,240));
          exit;
       end;
       {
       if ((actionbar.getHPPercent() > 70) and (actionbar.getAdrenalinePercent() > 50)) and (combatMgr.hurricaneTimer.getTime() > 18700) then
       begin
          sendKeys('h', 250, 40);
          combatMgr.hurricaneTimer.start();
          wait(gaussRangeInt(70,200));
          exit;
       end;

       if ((actionbar.getHPPercent() > 70) and (actionbar.getAdrenalinePercent() > 50)) and (combatMgr.quakeTimer.getTime() > 19700) then
       begin
          sendKeys('q', 250, 40);
          combatMgr.quakeTimer.start();
          wait(gaussRangeInt(100,210));
          exit;
       end;      }


       if ((actionbar.getHPPercent() < 70) and (actionbar.getAdrenalinePercent() > 50)) and (combatMgr.specTimer.getTime() > 7800) then
       begin
          sendKeys('s', 100, 50);
          combatMgr.specTimer.start();
          wait(gaussRangeInt(150,1250));
          exit;
       end;

       if (actionbar.getHPPercent() < 40) then
       begin
          sendKeys('m', 250, 40);
          wait(gaussRangeInt(150,1250));
          exit;
       end;

       if (actionbar.getHPPercent() < 20) then
       begin
          writeln('***** Terminating script due to low health');
          terminateScript();
       end;

       combatMgr.healthTimer.start();
    end;

    Keys should be Obvious;
    M - Monkfish
    S - Spec
    H - Hurricane (unused currently)
    Q - Quake (also unused)
    A - Assault
    B - Berserk

    To add this you'll also have to define the various timers at the top of the script, similar to the healthTimer (search for that as an example)

  17. #992
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    Quote Originally Posted by lovebotter View Post
    Stupid suggestion, regenerate only triggers once you go leave combat. Just use SGS. It's a waste of adrenaline.

    Sorry for double post.
    Either way this is my current edit to the blCombat.simba.

    Simba Code:
    procedure __defaultHealthCheck();
    begin
       if (combatMgr.healthTimer.getTime() < 3810) then exit;

       if ((actionbar.getHPPercent() > 70) and (actionbar.getAdrenalinePercent() = 100)) and (combatMgr.berserkTimer.getTime() > 57800) then
       begin
          sendKeys('b', 230, 40);
          combatMgr.berserkTimer.start();
          wait(gaussRangeInt(100,170));
          exit;
       end;

         if ((actionbar.getHPPercent() > 70) and (actionbar.getAdrenalinePercent() > 50)) and (combatMgr.assaultTimer.getTime() > 28500) then
       begin
          sendKeys('a', 250, 40);
          combatMgr.assaultTimer.start();
          wait(gaussRangeInt(100,240));
          exit;
       end;
       {
       if ((actionbar.getHPPercent() > 70) and (actionbar.getAdrenalinePercent() > 50)) and (combatMgr.hurricaneTimer.getTime() > 18700) then
       begin
          sendKeys('h', 250, 40);
          combatMgr.hurricaneTimer.start();
          wait(gaussRangeInt(70,200));
          exit;
       end;

       if ((actionbar.getHPPercent() > 70) and (actionbar.getAdrenalinePercent() > 50)) and (combatMgr.quakeTimer.getTime() > 19700) then
       begin
          sendKeys('q', 250, 40);
          combatMgr.quakeTimer.start();
          wait(gaussRangeInt(100,210));
          exit;
       end;      }


       if ((actionbar.getHPPercent() < 70) and (actionbar.getAdrenalinePercent() > 50)) and (combatMgr.specTimer.getTime() > 7800) then
       begin
          sendKeys('s', 100, 50);
          combatMgr.specTimer.start();
          wait(gaussRangeInt(150,1250));
          exit;
       end;

       if (actionbar.getHPPercent() < 40) then
       begin
          sendKeys('m', 250, 40);
          wait(gaussRangeInt(150,1250));
          exit;
       end;

       if (actionbar.getHPPercent() < 20) then
       begin
          writeln('***** Terminating script due to low health');
          terminateScript();
       end;

       combatMgr.healthTimer.start();
    end;

    Keys should be Obvious;
    M - Monkfish
    S - Spec
    H - Hurricane (unused currently)
    Q - Quake (also unused)
    A - Assault
    B - Berserk

    To add this you'll also have to define the various timers at the top of the script, similar to the healthTimer (search for that as an example)
    It would be an option that would let people AFK without having to return every hour to refill on food. Yes, it would stop combat, but that's fine because it would be able to run longer, letting people come back later to find greater results from botting. Keep in mind, I am merely suggesting an idea, not forcing, or feeling entitled, for it to happen.

    SGS is indeed more efficient. However, people wouldn't be able to use it if they were trying to train ranged or magic.
    Further suggestion: instead of regenerate at 100% adrenaline, have it regenerate after X minutes/seconds.
    Last edited by Nythirius; 04-03-2015 at 06:53 PM.

  18. #993
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    Does anyone have a decent spot for low level mage training (50-80 mage) without sacrifice ability? That would't require constant banking?

  19. #994
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    Quote Originally Posted by Nythirius View Post
    SGS is indeed more efficient. However, people wouldn't be able to use it if they were trying to train ranged or magic.
    Further suggestion: instead of regenerate at 100% adrenaline, have it regenerate after X minutes/seconds.
    why not have it detect end of combat hp and adrenaline percentage and make a decision based on that? also you will need to train on enemies that are non-aggressive for that


    Quote Originally Posted by lovebotter View Post
    Does anyone have a decent spot for low level mage training (50-80 mage) without sacrifice ability? That would't require constant banking?
    imo super heating is a much easier way to level mage if u can afford it
    Last edited by klamor; 04-04-2015 at 03:19 PM.

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    Good suggestion! I'm mainly training on waterfiends which are non-aggressive because of all the charms they drop.

  21. #996
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    If you want generate, why not add it yourself? Same way as I added berserk;
    If adren 100% (or 90/95) and hp is below 70 then (can remove the first part (adren 100) should work either way
    Begin
    Sendkey generatekey;
    Repeat
    Wait random 100-500;
    untill adren 0% (or 10% because of delays
    End;

    I'll post a proper code later unless someone is able to do so before I can.

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  23. #998
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    Quote Originally Posted by ckbbe View Post
    What did you use to heal? Or did you use sgs?

    For the regenarate, add this in the blCombat.simba
    Search for defaulthealtcheck, and paste it after the healthTimer.getTime line

    Simba Code:
    if actionbar.getHPPercent() < 70 then
       begin
          sendKeys('r', 200, 50);
          repeat
          wait (600);
          until actionbar.getAdrenalinePercent() < 15;
          wait(gaussRangeInt(100,1300));
          exit;
       end;

  24. #999
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    Quote Originally Posted by lovebotter View Post
    What did you use to heal? Or did you use sgs?

    For the regenarate, add this in the blCombat.simba
    Search for defaulthealtcheck, and paste it after the healthTimer.getTime line

    Simba Code:
    if actionbar.getHPPercent() < 70 then
       begin
          sendKeys('r', 200, 50);
          repeat
          wait (600);
          until actionbar.getAdrenalinePercent() < 15;
          wait(gaussRangeInt(100,1300));
          exit;
       end;
    Prayer flicking
    Regenerate isnt going to help much tho,do much incoming dmg imo.

  25. #1000
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    Quote Originally Posted by ckbbe View Post
    Prayer flicking
    Regenerate isnt going to help much tho,do much incoming dmg imo.
    I wouldn't use it either, but some users requested it.
    Perhaps you coud share your code for the prayer flicking?

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